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Simple DirectMedia Layer : ウィキペディア英語版
Simple DirectMedia Layer

Simple DirectMedia Layer (SDL) is a cross-platform software development library designed to provide a low level hardware abstraction layer to computer multimedia hardware components. Software developers can use it to write high-performance computer games and other multimedia applications that can run on many operating systems such as Android, iOS, Linux, Mac OS X, Windows and other platforms.
SDL manages video, audio, input devices, CD-ROM, threads, shared object loading, networking and timers.〔(【引用サイトリンク】title=SDL official website )〕 For 3D graphics it can handle an OpenGL or Direct3D context.
The library is internally written in C and Objective-C and provides the application programming interface in C, with bindings to other languages available. It is free and open-source software subject to the requirements of the zlib License since version 2.0 and with prior versions subject to the GNU Lesser General Public License.〔 Under the zlib License, SDL 2.0 is freely available for static linking in closed-source projects, unlike SDL 1.2.〔(【引用サイトリンク】 title=Licensing the Simple DirectMedia Layer library )
SDL is extensively used in the industry in both large and small projects. Over 700 games, 180 applications, and 120 demos have also been posted on the library website.
A common misconception is that SDL is a game engine, but this is not true. However, the library is well-suited for building an engine on top of it.
== History ==
Sam Lantinga created the library, first releasing it in early 1998, while working for Loki Software. He got the idea while porting a Windows application to Macintosh. He then used SDL to port ''Doom'' to BeOS (see Doom source ports). Several other free libraries were developed to work alongside SDL, such as SMPEG and OpenAL. He also founded Galaxy Gameworks in 2008 to help commercially support SDL, although the company plans are currently on hold due to time constraints.〔(【引用サイトリンク】 url=http://slouken.blogspot.com/2011/04/exploring-galaxy.html )〕 Soon after putting Galaxy Gameworks on hold, Lantinga announced that SDL 1.3 (which would then later become SDL 2.0) would be licensed under the zlib License.〔(SDL 1.3 to be zLib Licensed ), SDL Mailing List, 7 April 2011〕 Lantinga announced SDL 2.0 on 14 July 2012, at the same time announcing that he was joining Valve Software, the first version of which was announced the same day he joined the company.〔(【引用サイトリンク】 title=SDL 2.0 Is Coming Very Soon With New Features )〕 Lantinga announced the stable release of SDL 2.0.0 on 13 August 2013.〔(Announcing SDL 2.0.0 ), SDL Mailing List, 13 August 2013〕
SDL 2.0 is a major update to the SDL 1.2 codebase with a different, not backwards-compatible〔(MigrationGuide - SDL Wiki' ). Wiki.libsdl.org (21 November 2013). Retrieved on 2013-12-08.〕 API. It replaces several parts of the 1.2 API with more general support for multiple input and output options.
Some feature additions include multiple window support, hardware-accelerated 2D graphics, and better Unicode support.〔(【引用サイトリンク】title=SDL 1.3 Roadmap )
Support for Mir and Wayland is available since SDL 2.0.2 (but still disabled by default).
Better support for Android in forthcoming 2.0.4.〔https://wiki.libsdl.org/SDL_SysWMinfo〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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